The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Hellfire/Soul Trap+ Enchantments
File Size
0.248 MB
Aug 16, 2014 @ 8:57pm
Dec 9, 2016 @ 12:58pm
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Hellfire/Soul Trap+ Enchantments

Important Update Note:A new file is up with the durations extended to five seconds for Hellfire and Cold Embrace and Six seconds for Reaperlight. This is the absolute extent that the Creation Kit will let me extend it without breaking my desired effect. The new durations do not apply to preexisting enchantments; you'll have to enchant new weapons if you want the added length.

Other Quick Notes:
The screenshots were technically taken in Skyrim Special Edition. However, I use a lot less mods in that version so this is probably a closer fit to vanilla than the alternative. To clarify, my mod contains no visual changes or elements whatsoever. It will look as pretty as anything else in your game does.

This quick little mod adds three new Soul Trap variants to the game: Hellfire, Cold Embrace, and Reaperlight. They do properly scaling fire, frost, and shock damage respectively with a static soul trap effect stuck on top of each one. I made it just because it annoyed me having to keep a separate weapon/sacrifice an enchantment slot for the sake of having soul trap. You can find the swords that carry these enchantments at the top of the Throat of The World near base Skyrim's Notched Pickaxe.

Also availabie in Nexus and SKyrim SE versions:

Where to find?
Like I said, Throat of The World. Notched Pickaxe. If you're wondering about the daggers, though? Those can now only be found in the cheat chest but as both sets of weapons were only ever meant to be a way of giving you the enchantments, you don't really need them. I just switched to the swords to make things blend in better.

Fiery Soul Trap and how these are different:
In short? The Soul Trap part is what scales on base Skyrim's version and the damage part is what scales on mine.
In detail? Well, it all comes down to an odd little quirk of the creation kit; if you simply stack two enchantment effects together and do nothing else, only one effect actually scales and reacts to skill tree perks like an enchantment is supposed to. For vanilla's Fiery Soul Trap, that would be the Soul Trap effect, meaning that it ALWAYS does five damage and it's the part that really doesn't need to scale that gets changed. I didn't like that very much so when I made mine, I swapped the effects to that the damage part works properly and the Soul Trap stays exactly the same. Simple as that.


Hellfire--Soul Trap with scaleable fire damage.
Cold Embrace--Soul Trap with scaleable ice damage.
Reaperlight--Soul Trap with scaleable shock damage.

Potential Future?
In this file? Nothing. I might make a sequel mod with more stuff in it at some point, though.

Possible issues:

Enchanting Cost: manually fixed to match non-soultrap versions. The Creation Kit would think it's overpowered. I disagree.
Damage: Pretty well balanced now that I moved my stuff to a tougher location.
Stability: Nothing. This is too simple to break your game.
Misplacing one of my items: you should disenchant ASAP so this doesn't happen but if you do manage to lose one, here's how to get it back:
1: open the console and type "help Hellfire" "help Reaperlight" or "help cold embrace"
2: the console will then give you stuff that include the itemID for whatever you searched
3: so just type in "Player.additem <insert pertinent itemID here> 1" to get another copy.

Potential clipping issues is about all that could possibly happen. If so, use the cheat chest near the Guardian Stones.

But why's the .esp called "Hellfire Enchant"?
Beginner's mistake; I jumped the gun a bit, posting this and naming it after the very first thing I got done. Unfortunately, it turns out that the workshop won't let me update this exact mod entry without an .esp with the exact same name, so woops? I sincerely apologize for that annoying little discrepancy, especially since the workshop won't delete .esps for you but it's too late to fix now.

Post Script
If anyone wants to steal the idea and make a better mod out of it, go right ahead. It's not exactly complicated or particularly original.
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Fang Shadow-Wing Apr 6, 2015 @ 4:31pm 
never mind figured it out
Fang Shadow-Wing Apr 6, 2015 @ 4:30pm 
what stone is that in the pick i cant seem to find it?
WolfsTrinity  [author] Oct 15, 2014 @ 8:16am 
'Course not. You were never meant to keep the daggers; that's just the easiest/only way to add the enchantment itself to the game.

And unfortunately, only one part of any multi-effect enchantment will actually level up so the soul trap part's never gonna change. The only real way to make it longer would be if I specifically added additional versions of the enchantment with longer Soul Trap durations on them.

While that wouldn't be terribly difficult to do, I personally don't ever use anything more than the minimum for that enchantment anyway. I figure if it's on a weapon, the strike that applies the soul trap will probably be the one killing the thing anyway, so why bother? The only reason Hellfire's got a bit more soul trap time is because of fire damage's Damage over Time.
BullBars1 Oct 15, 2014 @ 5:23am 
I hope you don't mind but I used your daggers to learn the enchant to enchant my swords. Does the soul catching part have to be only 1 second or does it go up as I level up? These enchants sure do help even better than anything I've used so far. Thanks.
WolfsTrinity  [author] Sep 21, 2014 @ 8:02am 
Yeah. Sorry it took me a month to actually google it XD
Käsekuchen Sep 21, 2014 @ 3:22am 
Yay ^^ cold embrace and reaperlight good job WolfsTrinity
WolfsTrinity  [author] Sep 19, 2014 @ 5:53pm 
If there's a benefit to using Nexus over Workshop(for small mods like this one, anyway) that I'm not aware of then yeah, I could but I really don't see much of a point otherwise.
ljblunier Sep 19, 2014 @ 1:10pm 
Any chance you'll put this up on Nexus?
g_martin96 Sep 18, 2014 @ 4:56pm 
Or at least make a verion with unlimited enchantment?
WolfsTrinity  [author] Sep 18, 2014 @ 4:45pm 
Haven't the faintest idea how and I'm not sure I'd really want to; balance and everything.

There should be other mods that make all enchantments infinite, though, and this is certainly nothing complicated enough to break something like that.